/* RetroArch - A frontend for libretro. * Copyright (C) 2010-2014 - Hans-Kristian Arntzen * Copyright (C) 2011-2014 - Daniel De Matteis * Copyright (C) 2012-2014 - OV2 * * RetroArch is free software: you can redistribute it and/or modify it under the terms * of the GNU General Public License as published by the Free Software Found- * ation, either version 3 of the License, or (at your option) any later version. * * RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR * PURPOSE. See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along with RetroArch. * If not, see . */ #include "d3d9.hpp" #include "render_chain.hpp" #include "../../file.h" #include "../gfx_common.h" #ifndef _XBOX #include "../context/win32_common.h" #define HAVE_MONITOR #define HAVE_WINDOW #endif #include "../../compat/posix_string.h" #include "../../performance.h" #ifdef HAVE_MONITOR #define IDI_ICON 1 #define MAX_MONITORS 9 #ifdef HAVE_RMENU_XUI extern bool menu_iterate_xui(void); #endif namespace Monitor { static HMONITOR last_hm; static HMONITOR all_hms[MAX_MONITORS]; static unsigned num_mons; } static BOOL CALLBACK monitor_enum_proc(HMONITOR hMonitor, HDC hdcMonitor, LPRECT lprcMonitor, LPARAM dwData) { Monitor::all_hms[Monitor::num_mons++] = hMonitor; return TRUE; } // Multi-monitor support. RECT d3d_monitor_rect(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; Monitor::num_mons = 0; EnumDisplayMonitors(NULL, NULL, monitor_enum_proc, 0); if (!Monitor::last_hm) Monitor::last_hm = MonitorFromWindow(GetDesktopWindow(), MONITOR_DEFAULTTONEAREST); HMONITOR hm_to_use = Monitor::last_hm; unsigned fs_monitor = g_settings.video.monitor_index; if (fs_monitor && fs_monitor <= Monitor::num_mons && Monitor::all_hms[fs_monitor - 1]) { hm_to_use = Monitor::all_hms[fs_monitor - 1]; d3d->cur_mon_id = fs_monitor - 1; } else { for (unsigned i = 0; i < Monitor::num_mons; i++) { if (Monitor::all_hms[i] == hm_to_use) { d3d->cur_mon_id = i; break; } } } MONITORINFOEX current_mon; memset(¤t_mon, 0, sizeof(current_mon)); current_mon.cbSize = sizeof(MONITORINFOEX); GetMonitorInfo(hm_to_use, (MONITORINFO*)¤t_mon); return current_mon.rcMonitor; } #endif void d3d_recompute_pass_sizes(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; LinkInfo link_info = {0}; link_info.pass = &d3d->shader.pass[0]; link_info.tex_w = link_info.tex_h = d3d->video_info.input_scale * RARCH_SCALE_BASE; unsigned current_width = link_info.tex_w; unsigned current_height = link_info.tex_h; unsigned out_width = 0; unsigned out_height = 0; if (!renderchain_set_pass_size(d3d->chain, 0, current_width, current_height)) { RARCH_ERR("[D3D]: Failed to set pass size.\n"); return; } for (unsigned i = 1; i < d3d->shader.passes; i++) { renderchain_convert_geometry(d3d->chain, &link_info, out_width, out_height, current_width, current_height, &d3d->final_viewport); link_info.tex_w = next_pow2(out_width); link_info.tex_h = next_pow2(out_height); if (!renderchain_set_pass_size(d3d->chain, i, link_info.tex_w, link_info.tex_h)) { RARCH_ERR("[D3D]: Failed to set pass size.\n"); return; } current_width = out_width; current_height = out_height; link_info.pass = &d3d->shader.pass[i]; } } bool d3d_init_imports(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; if (!d3d->shader.variables) return true; state_tracker_info tracker_info = {0}; tracker_info.wram = (uint8_t*)pretro_get_memory_data(RETRO_MEMORY_SYSTEM_RAM); tracker_info.info = d3d->shader.variable; tracker_info.info_elem = d3d->shader.variables; #ifdef HAVE_PYTHON if (*d3d->shader.script_path) { tracker_info.script = d3d->shader.script_path; tracker_info.script_is_file = true; } tracker_info.script_class = *d3d->shader.script_class ? d3d->shader.script_class : NULL; #endif state_tracker_t *state_tracker = state_tracker_init(&tracker_info); if (!state_tracker) { RARCH_ERR("Failed to initialize state tracker.\n"); return false; } renderchain_add_state_tracker(d3d->chain, state_tracker); return true; } bool d3d_init_chain(void *data, const video_info_t *video_info) { d3d_video_t *d3d = (d3d_video_t*)data; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev; // Setup information for first pass. LinkInfo link_info = {0}; link_info.pass = &d3d->shader.pass[0]; link_info.tex_w = link_info.tex_h = video_info->input_scale * RARCH_SCALE_BASE; if (d3d->chain) free(d3d->chain); d3d->chain = (renderchain_t*)calloc(1, sizeof(renderchain_t)); if (!d3d->chain) return false; if (!renderchain_init(d3d->chain, &d3d->video_info, d3dr, d3d->cgCtx, &d3d->final_viewport, &link_info, d3d->video_info.rgb32 ? ARGB : RGB565)) { RARCH_ERR("[D3D9]: Failed to init render chain.\n"); return false; } unsigned current_width = link_info.tex_w; unsigned current_height = link_info.tex_h; unsigned out_width = 0; unsigned out_height = 0; for (unsigned i = 1; i < d3d->shader.passes; i++) { renderchain_convert_geometry(d3d->chain, &link_info, out_width, out_height, current_width, current_height, &d3d->final_viewport); link_info.pass = &d3d->shader.pass[i]; link_info.tex_w = next_pow2(out_width); link_info.tex_h = next_pow2(out_height); current_width = out_width; current_height = out_height; if (!renderchain_add_pass(d3d->chain, &link_info)) { RARCH_ERR("[D3D9]: Failed to add pass.\n"); return false; } } if (!d3d_init_luts(d3d)) { RARCH_ERR("[D3D9]: Failed to init LUTs.\n"); return false; } if (!d3d_init_imports(d3d)) { RARCH_ERR("[D3D9]: Failed to init imports.\n"); return false; } return true; } #ifdef HAVE_FBO bool d3d_init_multipass(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; config_file_t *conf = config_file_new(d3d->cg_shader.c_str()); if (!conf) { RARCH_ERR("Failed to load preset.\n"); return false; } memset(&d3d->shader, 0, sizeof(d3d->shader)); if (!gfx_shader_read_conf_cgp(conf, &d3d->shader)) { config_file_free(conf); RARCH_ERR("Failed to parse CGP file.\n"); return false; } config_file_free(conf); gfx_shader_resolve_relative(&d3d->shader, d3d->cg_shader.c_str()); RARCH_LOG("[D3D9 Meta-Cg] Found %d shaders.\n", d3d->shader.passes); for (unsigned i = 0; i < d3d->shader.passes; i++) { if (!d3d->shader.pass[i].fbo.valid) { d3d->shader.pass[i].fbo.scale_x = d3d->shader.pass[i].fbo.scale_y = 1.0f; d3d->shader.pass[i].fbo.type_x = d3d->shader.pass[i].fbo.type_y = RARCH_SCALE_INPUT; } } bool use_extra_pass = d3d->shader.passes < GFX_MAX_SHADERS && d3d->shader.pass[d3d->shader.passes - 1].fbo.valid; if (use_extra_pass) { d3d->shader.passes++; gfx_shader_pass &dummy_pass = d3d->shader.pass[d3d->shader.passes - 1]; dummy_pass.fbo.scale_x = dummy_pass.fbo.scale_y = 1.0f; dummy_pass.fbo.type_x = dummy_pass.fbo.type_y = RARCH_SCALE_VIEWPORT; dummy_pass.filter = RARCH_FILTER_UNSPEC; } else { gfx_shader_pass &pass = d3d->shader.pass[d3d->shader.passes - 1]; pass.fbo.scale_x = pass.fbo.scale_y = 1.0f; pass.fbo.type_x = pass.fbo.type_y = RARCH_SCALE_VIEWPORT; } return true; } #endif void d3d_set_font_rect(void *data, font_params_t *params) { d3d_video_t *d3d = (d3d_video_t*)data; float pos_x = g_settings.video.msg_pos_x; float pos_y = g_settings.video.msg_pos_y; float font_size = g_settings.video.font_size; if (params) { pos_x = params->x; pos_y = params->y; font_size *= params->scale; } d3d->font_rect.left = d3d->final_viewport.X + d3d->final_viewport.Width * pos_x; d3d->font_rect.right = d3d->final_viewport.X + d3d->final_viewport.Width; d3d->font_rect.top = d3d->final_viewport.Y + (1.0f - pos_y) * d3d->final_viewport.Height - font_size; d3d->font_rect.bottom = d3d->final_viewport.Height; d3d->font_rect_shifted = d3d->font_rect; d3d->font_rect_shifted.left -= 2; d3d->font_rect_shifted.right -= 2; d3d->font_rect_shifted.top += 2; d3d->font_rect_shifted.bottom += 2; } bool d3d_init_singlepass(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; memset(&d3d->shader, 0, sizeof(d3d->shader)); d3d->shader.passes = 1; gfx_shader_pass &pass = d3d->shader.pass[0]; pass.fbo.valid = true; pass.fbo.scale_x = pass.fbo.scale_y = 1.0; pass.fbo.type_x = pass.fbo.type_y = RARCH_SCALE_VIEWPORT; strlcpy(pass.source.cg, d3d->cg_shader.c_str(), sizeof(pass.source.cg)); return true; } bool d3d_process_shader(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; #ifdef HAVE_FBO if (strcmp(path_get_extension(d3d->cg_shader.c_str()), "cgp") == 0) return d3d_init_multipass(d3d); #endif return d3d_init_singlepass(d3d); } bool d3d_init_luts(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; for (unsigned i = 0; i < d3d->shader.luts; i++) { bool ret = renderchain_add_lut(d3d->chain, d3d->shader.lut[i].id, d3d->shader.lut[i].path, d3d->shader.lut[i].filter == RARCH_FILTER_UNSPEC ? g_settings.video.smooth : (d3d->shader.lut[i].filter == RARCH_FILTER_LINEAR)); if (!ret) return ret; } return true; } void d3d_deinit_chain(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; if (d3d->chain) free(d3d->chain); d3d->chain = NULL; } static void d3d_deinitialize(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; if (d3d->font_ctx && d3d->font_ctx->deinit) d3d->font_ctx->deinit(d3d); d3d_deinit_chain(d3d); #ifdef HAVE_CG d3d_deinit_shader(d3d); #endif d3d->needs_restore = false; } #ifdef HAVE_WINDOW extern LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); #endif static bool d3d_init_base(void *data, const video_info_t *info) { d3d_video_t *d3d = (d3d_video_t*)data; D3DPRESENT_PARAMETERS d3dpp; d3d_make_d3dpp(d3d, info, &d3dpp); d3d->g_pD3D = D3DCREATE_CTX(D3D_SDK_VERSION); if (!d3d->g_pD3D) { RARCH_ERR("Failed to create D3D interface!\n"); return false; } if (FAILED(d3d->d3d_err = d3d->g_pD3D->CreateDevice( d3d->cur_mon_id, D3DDEVTYPE_HAL, d3d->hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &d3d->dev))) { RARCH_WARN("[D3D]: Failed to init device with hardware vertex processing (code: 0x%x). Trying to fall back to software vertex processing.\n", (unsigned)d3d->d3d_err); if (FAILED(d3d->d3d_err = d3d->g_pD3D->CreateDevice( d3d->cur_mon_id, D3DDEVTYPE_HAL, d3d->hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &d3d->dev))) { RARCH_ERR("Failed to initialize device.\n"); return false; } } return true; } static void d3d_calculate_rect(void *data, unsigned width, unsigned height, bool keep, float desired_aspect); static bool d3d_initialize(void *data, const video_info_t *info) { d3d_video_t *d3d = (d3d_video_t*)data; bool ret = true; if (!d3d->g_pD3D) ret = d3d_init_base(d3d, info); else if (d3d->needs_restore) { D3DPRESENT_PARAMETERS d3dpp; d3d_make_d3dpp(d3d, info, &d3dpp); if (d3d->dev->Reset(&d3dpp) != D3D_OK) { HRESULT res = d3d->dev->TestCooperativeLevel(); const char *err; switch (res) { case D3DERR_DEVICELOST: err = "DEVICELOST"; break; case D3DERR_DEVICENOTRESET: err = "DEVICENOTRESET"; break; case D3DERR_DRIVERINTERNALERROR: err = "DRIVERINTERNALERROR"; break; default: err = "Unknown"; } // Try to recreate the device completely ... RARCH_WARN("[D3D]: Attempting to recover from dead state (%s).\n", err); d3d_deinitialize(d3d); d3d->g_pD3D->Release(); d3d->g_pD3D = NULL; ret = d3d_init_base(d3d, info); if (ret) RARCH_LOG("[D3D]: Recovered from dead state.\n"); else return ret; } } if (!ret) return ret; d3d_calculate_rect(d3d, d3d->screen_width, d3d->screen_height, info->force_aspect, g_extern.system.aspect_ratio); #ifdef HAVE_CG if (!d3d_init_shader(d3d)) { RARCH_ERR("Failed to initialize Cg.\n"); return false; } #endif if (!d3d_init_chain(d3d, info)) { RARCH_ERR("Failed to initialize render chain.\n"); return false; } #if defined(_XBOX360) strlcpy(g_settings.video.font_path, "game:\\media\\Arial_12.xpr", sizeof(g_settings.video.font_path)); #endif d3d->font_ctx = d3d_font_init_first(d3d, g_settings.video.font_path, g_settings.video.font_size); if (!d3d->font_ctx) { RARCH_ERR("Failed to initialize font.\n"); return false; } return true; } bool d3d_restore(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; d3d_deinitialize(d3d); d3d->needs_restore = !d3d_initialize(d3d, &d3d->video_info); if (d3d->needs_restore) RARCH_ERR("[D3D]: Restore error.\n"); return !d3d->needs_restore; } #ifdef HAVE_OVERLAY static void d3d_overlay_render(void *data, overlay_t *overlay) { d3d_video_t *d3d = (d3d_video_t*)data; if (!overlay || !overlay->tex) return; struct overlay_vertex { float x, y, z; float u, v; float r, g, b, a; } vert[4]; if (!overlay->vert_buf) { d3d->dev->CreateVertexBuffer( sizeof(vert), #ifdef _XBOX 0, #else d3d->dev->GetSoftwareVertexProcessing() ? D3DUSAGE_SOFTWAREPROCESSING : 0, #endif 0, D3DPOOL_MANAGED, &overlay->vert_buf, NULL); } for (unsigned i = 0; i < 4; i++) { vert[i].z = 0.5f; vert[i].r = vert[i].g = vert[i].b = 1.0f; vert[i].a = overlay->alpha_mod; } float overlay_width = d3d->final_viewport.Width; float overlay_height = d3d->final_viewport.Height; vert[0].x = overlay->vert_coords.x * overlay_width; vert[1].x = (overlay->vert_coords.x + overlay->vert_coords.w) * overlay_width; vert[2].x = overlay->vert_coords.x * overlay_width; vert[3].x = (overlay->vert_coords.x + overlay->vert_coords.w) * overlay_width; vert[0].y = overlay->vert_coords.y * overlay_height; vert[1].y = overlay->vert_coords.y * overlay_height; vert[2].y = (overlay->vert_coords.y + overlay->vert_coords.h) * overlay_height; vert[3].y = (overlay->vert_coords.y + overlay->vert_coords.h) * overlay_height; vert[0].u = overlay->tex_coords.x; vert[1].u = overlay->tex_coords.x + overlay->tex_coords.w; vert[2].u = overlay->tex_coords.x; vert[3].u = overlay->tex_coords.x + overlay->tex_coords.w; vert[0].v = overlay->tex_coords.y; vert[1].v = overlay->tex_coords.y; vert[2].v = overlay->tex_coords.y + overlay->tex_coords.h; vert[3].v = overlay->tex_coords.y + overlay->tex_coords.h; // Align texels and vertices. for (unsigned i = 0; i < 4; i++) { vert[i].x -= 0.5f; vert[i].y += 0.5f; } void *verts; overlay->vert_buf->Lock(0, sizeof(vert), &verts, 0); memcpy(verts, vert, sizeof(vert)); overlay->vert_buf->Unlock(); // enable alpha d3d->dev->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); d3d->dev->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); d3d->dev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); // set vertex decl for overlay D3DVERTEXELEMENT vElems[4] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, {0, 20, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, D3DDECL_END() }; LPDIRECT3DVERTEXDECLARATION vertex_decl; d3d->dev->CreateVertexDeclaration(vElems, &vertex_decl); d3d->dev->SetVertexDeclaration(vertex_decl); vertex_decl->Release(); d3d->dev->SetStreamSource(0, overlay->vert_buf, 0, sizeof(overlay_vertex)); if (overlay->fullscreen) { // set viewport to full window D3DVIEWPORT vp_full; vp_full.X = 0; vp_full.Y = 0; vp_full.Width = d3d->screen_width; vp_full.Height = d3d->screen_height; vp_full.MinZ = 0.0f; vp_full.MaxZ = 1.0f; d3d->dev->SetViewport(&vp_full); } // render overlay d3d->dev->SetTexture(0, overlay->tex); d3d->dev->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER); d3d->dev->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER); d3d->dev->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); d3d->dev->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); if (SUCCEEDED(d3d->dev->BeginScene())) { d3d->dev->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2); d3d->dev->EndScene(); } // restore previous state d3d->dev->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); d3d->dev->SetViewport(&d3d->final_viewport); } #endif static void d3d_set_viewport(void *data, int x, int y, unsigned width, unsigned height) { d3d_video_t *d3d = (d3d_video_t*)data; D3DVIEWPORT viewport; // D3D doesn't support negative X/Y viewports ... if (x < 0) x = 0; if (y < 0) y = 0; viewport.X = x; viewport.Y = y; viewport.Width = width; viewport.Height = height; viewport.MinZ = 0.0f; viewport.MaxZ = 1.0f; d3d->final_viewport = viewport; d3d_set_font_rect(d3d, NULL); } static void d3d_calculate_rect(void *data, unsigned width, unsigned height, bool keep, float desired_aspect) { d3d_video_t *d3d = (d3d_video_t*)data; if (g_settings.video.scale_integer) { struct rarch_viewport vp = {0}; gfx_scale_integer(&vp, width, height, desired_aspect, keep); d3d_set_viewport(d3d, vp.x, vp.y, vp.width, vp.height); } else if (!keep) d3d_set_viewport(d3d, 0, 0, width, height); else { if (g_settings.video.aspect_ratio_idx == ASPECT_RATIO_CUSTOM) { const rarch_viewport_t &custom = g_extern.console.screen.viewports.custom_vp; d3d_set_viewport(d3d, custom.x, custom.y, custom.width, custom.height); } else { float device_aspect = static_cast(width) / static_cast(height); if (fabsf(device_aspect - desired_aspect) < 0.0001f) d3d_set_viewport(d3d, 0, 0, width, height); else if (device_aspect > desired_aspect) { float delta = (desired_aspect / device_aspect - 1.0f) / 2.0f + 0.5f; d3d_set_viewport(d3d, int(roundf(width * (0.5f - delta))), 0, unsigned(roundf(2.0f * width * delta)), height); } else { float delta = (device_aspect / desired_aspect - 1.0f) / 2.0f + 0.5f; d3d_set_viewport(d3d, 0, int(roundf(height * (0.5f - delta))), width, unsigned(roundf(2.0f * height * delta))); } } } } static bool d3d_frame(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, const char *msg) { d3d_video_t *d3d = (d3d_video_t*)data; if (!frame) return true; RARCH_PERFORMANCE_INIT(d3d_frame); RARCH_PERFORMANCE_START(d3d_frame); // We cannot recover in fullscreen. if (d3d->needs_restore && IsIconic(d3d->hWnd)) return true; if (d3d->needs_restore && !d3d_restore(d3d)) { RARCH_ERR("[D3D]: Failed to restore.\n"); return false; } if (d3d->should_resize) { d3d_calculate_rect(d3d, d3d->screen_width, d3d->screen_height, d3d->video_info.force_aspect, g_extern.system.aspect_ratio); renderchain_set_final_viewport(d3d->chain, &d3d->final_viewport); d3d_recompute_pass_sizes(d3d); d3d->should_resize = false; } // render_chain() only clears out viewport, clear out everything. D3DVIEWPORT screen_vp; screen_vp.X = 0; screen_vp.Y = 0; screen_vp.MinZ = 0; screen_vp.MaxZ = 1; screen_vp.Width = d3d->screen_width; screen_vp.Height = d3d->screen_height; d3d->dev->SetViewport(&screen_vp); d3d->dev->Clear(0, 0, D3DCLEAR_TARGET, 0, 1, 0); // Insert black frame first, so we can screenshot, etc. if (g_settings.video.black_frame_insertion) { if (d3d->dev->Present(NULL, NULL, NULL, NULL) != D3D_OK) { RARCH_ERR("[D3D]: Present() failed.\n"); d3d->needs_restore = true; return true; } d3d->dev->Clear(0, 0, D3DCLEAR_TARGET, 0, 1, 0); } if (!renderchain_render(d3d->chain, frame, width, height, pitch, d3d->dev_rotation)) { RARCH_ERR("[D3D]: Failed to render scene.\n"); return false; } if (d3d->font_ctx && d3d->font_ctx->render_msg) { font_params_t font_parms = {0}; #ifdef _XBOX #if defined(_XBOX1) float msg_width = 60; float msg_height = 365; #elif defined(_XBOX360) float msg_width = (g_extern.lifecycle_state & (1ULL << MODE_MENU_HD)) ? 160 : 100; float msg_height = 120; #endif font_parms.x = msg_width; font_parms.y = msg_height; font_parms.scale = 21; #endif d3d->font_ctx->render_msg(d3d, msg, &font_parms); } #ifdef HAVE_MENU if (d3d->rgui && d3d->rgui->enabled) d3d_overlay_render(d3d, d3d->rgui); #endif #ifdef HAVE_OVERLAY if (d3d->overlays_enabled) { for (unsigned i = 0; i < d3d->overlays.size(); i++) d3d_overlay_render(d3d, &d3d->overlays[i]); } #endif RARCH_PERFORMANCE_STOP(d3d_frame); #ifdef HAVE_MENU #ifdef HAVE_RMENU_XUI if (g_extern.lifecycle_state & (1ULL << MODE_MENU)) menu_iterate_xui(); #endif #endif if (d3d && d3d->ctx_driver && d3d->ctx_driver->update_window_title) d3d->ctx_driver->update_window_title(); if (d3d && d3d->ctx_driver && d3d->ctx_driver->swap_buffers) d3d->ctx_driver->swap_buffers(); return true; } static void d3d_set_nonblock_state(void *data, bool state) { d3d_video_t *d3d = (d3d_video_t*)data; d3d->video_info.vsync = !state; if (d3d->ctx_driver && d3d->ctx_driver->swap_interval) d3d->ctx_driver->swap_interval(state ? 0 : 1); #ifndef _XBOX d3d_restore(d3d); #endif } static bool d3d_alive(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; bool quit = false, resize = false; if (d3d->ctx_driver && d3d->ctx_driver->check_window) d3d->ctx_driver->check_window(&quit, &resize, &d3d->screen_width, &d3d->screen_height, g_extern.frame_count); else if (resize) d3d->should_resize = true; return !quit; } static bool d3d_focus(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; if (d3d && d3d->ctx_driver && d3d->ctx_driver->has_focus) return d3d->ctx_driver->has_focus(); return false; } static void d3d_set_rotation(void *data, unsigned rot) { d3d_video_t *d3d = (d3d_video_t*)data; d3d->dev_rotation = rot; } #ifdef HAVE_OVERLAY void d3d_free_overlay(void *data, overlay_t *overlay) { d3d_video_t *d3d = (d3d_video_t*)data; if (overlay->tex) overlay->tex->Release(); if (overlay->vert_buf) overlay->vert_buf->Release(); } void d3d_free_overlays(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; for (unsigned i = 0; i < d3d->overlays.size(); i++) d3d_free_overlay(d3d, &d3d->overlays[i]); d3d->overlays.clear(); } #endif static void d3d_free(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; d3d_deinitialize(d3d); #ifdef HAVE_OVERLAY d3d_free_overlays(d3d); #endif #ifdef HAVE_MENU d3d_free_overlay(d3d, d3d->rgui); #endif if (d3d->dev) d3d->dev->Release(); if (d3d->g_pD3D) d3d->g_pD3D->Release(); #ifdef HAVE_MONITOR Monitor::last_hm = MonitorFromWindow(d3d->hWnd, MONITOR_DEFAULTTONEAREST); #endif DestroyWindow(d3d->hWnd); if (d3d) free(d3d); #ifndef _XBOX UnregisterClass("RetroArch", GetModuleHandle(NULL)); #endif } static void d3d_viewport_info(void *data, struct rarch_viewport *vp) { d3d_video_t *d3d = (d3d_video_t*)data; vp->x = d3d->final_viewport.X; vp->y = d3d->final_viewport.Y; vp->width = d3d->final_viewport.Width; vp->height = d3d->final_viewport.Height; vp->full_width = d3d->screen_width; vp->full_height = d3d->screen_height; } static bool d3d_read_viewport(void *data, uint8_t *buffer) { d3d_video_t *d3d = (d3d_video_t*)data; LPDIRECT3DDEVICE d3dr = d3d->dev; RARCH_PERFORMANCE_INIT(d3d_read_viewport); RARCH_PERFORMANCE_START(d3d_read_viewport); bool ret = true; LPDIRECT3DSURFACE target = NULL; LPDIRECT3DSURFACE dest = NULL; if (FAILED(d3d->d3d_err = d3dr->GetRenderTarget(0, &target))) { ret = false; goto end; } if (FAILED(d3d->d3d_err = d3dr->CreateOffscreenPlainSurface(d3d->screen_width, d3d->screen_height, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &dest, NULL))) { ret = false; goto end; } if (FAILED(d3d->d3d_err = d3dr->GetRenderTargetData(target, dest))) { ret = false; goto end; } D3DLOCKED_RECT rect; if (SUCCEEDED(dest->LockRect(&rect, NULL, D3DLOCK_READONLY))) { unsigned pitchpix = rect.Pitch / 4; const uint32_t *pixels = (const uint32_t*)rect.pBits; pixels += d3d->final_viewport.X; pixels += (d3d->final_viewport.Height - 1) * pitchpix; pixels -= d3d->final_viewport.Y * pitchpix; for (unsigned y = 0; y < d3d->final_viewport.Height; y++, pixels -= pitchpix) { for (unsigned x = 0; x < d3d->final_viewport.Width; x++) { *buffer++ = (pixels[x] >> 0) & 0xff; *buffer++ = (pixels[x] >> 8) & 0xff; *buffer++ = (pixels[x] >> 16) & 0xff; } } dest->UnlockRect(); } else ret = false; end: RARCH_PERFORMANCE_STOP(d3d_read_viewport); if (target) target->Release(); if (dest) dest->Release(); return ret; } static bool d3d_set_shader(void *data, enum rarch_shader_type type, const char *path) { d3d_video_t *d3d = (d3d_video_t*)data; std::string shader = ""; if (path && type == RARCH_SHADER_CG) shader = path; auto old_shader = d3d->cg_shader; bool restore_old = false; d3d->cg_shader = path; if (!d3d_process_shader(d3d) || !d3d_restore(d3d)) { RARCH_ERR("[D3D]: Setting shader failed.\n"); restore_old = true; } if (restore_old) { d3d->cg_shader = old_shader; d3d_process_shader(d3d); d3d_restore(d3d); } return !restore_old; } #ifdef HAVE_MENU static void d3d_get_poke_interface(void *data, const video_poke_interface_t **iface); #endif #ifdef HAVE_OVERLAY static void d3d_overlay_tex_geom(void *data, unsigned index, float x, float y, float w, float h) { d3d_video_t *d3d = (d3d_video_t*)data; d3d->overlays[index].tex_coords.x = x; d3d->overlays[index].tex_coords.y = y; d3d->overlays[index].tex_coords.w = w; d3d->overlays[index].tex_coords.h = h; } static void d3d_overlay_vertex_geom(void *data, unsigned index, float x, float y, float w, float h) { d3d_video_t *d3d = (d3d_video_t*)data; y = 1.0f - y; h = -h; d3d->overlays[index].vert_coords.x = x; d3d->overlays[index].vert_coords.y = y; d3d->overlays[index].vert_coords.w = w; d3d->overlays[index].vert_coords.h = h; } static bool d3d_overlay_load(void *data, const texture_image *images, unsigned num_images) { d3d_video_t *d3d = (d3d_video_t*)data; d3d_free_overlays(data); d3d->overlays.resize(num_images); for (unsigned i = 0; i < num_images; i++) { unsigned width = images[i].width; unsigned height = images[i].height; overlay_t &overlay = d3d->overlays[i]; if (FAILED(d3d->dev->CreateTexture(width, height, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &overlay.tex, NULL))) { RARCH_ERR("[D3D]: Failed to create overlay texture\n"); return false; } D3DLOCKED_RECT d3dlr; if (SUCCEEDED(overlay.tex->LockRect(0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK))) { uint32_t *dst = static_cast(d3dlr.pBits); const uint32_t *src = images[i].pixels; unsigned pitch = d3dlr.Pitch >> 2; for (unsigned y = 0; y < height; y++, dst += pitch, src += width) memcpy(dst, src, width << 2); overlay.tex->UnlockRect(0); } overlay.tex_w = width; overlay.tex_h = height; d3d_overlay_tex_geom(d3d, i, 0, 0, 1, 1); // Default. Stretch to whole screen. d3d_overlay_vertex_geom(d3d, i, 0, 0, 1, 1); } return true; } static void d3d_overlay_enable(void *data, bool state) { d3d_video_t *d3d = (d3d_video_t*)data; for (unsigned i = 0; i < d3d->overlays.size(); i++) d3d->overlays_enabled = state; if (d3d && d3d->ctx_driver && d3d->ctx_driver->show_mouse) d3d->ctx_driver->show_mouse(state); } static void d3d_overlay_full_screen(void *data, bool enable) { d3d_video_t *d3d = (d3d_video_t*)data; for (unsigned i = 0; i < d3d->overlays.size(); i++) d3d->overlays[i].fullscreen = enable; } static void d3d_overlay_set_alpha(void *data, unsigned index, float mod) { d3d_video_t *d3d = (d3d_video_t*)data; d3d->overlays[index].alpha_mod = mod; } static const video_overlay_interface_t d3d_overlay_interface = { d3d_overlay_enable, d3d_overlay_load, d3d_overlay_tex_geom, d3d_overlay_vertex_geom, d3d_overlay_full_screen, d3d_overlay_set_alpha, }; static void d3d_get_overlay_interface(void *data, const video_overlay_interface_t **iface) { (void)data; *iface = &d3d_overlay_interface; } #endif static void d3d_set_aspect_ratio(void *data, unsigned aspect_ratio_idx) { d3d_video_t *d3d = (d3d_video_t*)data; switch (aspect_ratio_idx) { case ASPECT_RATIO_SQUARE: gfx_set_square_pixel_viewport(g_extern.system.av_info.geometry.base_width, g_extern.system.av_info.geometry.base_height); break; case ASPECT_RATIO_CORE: gfx_set_core_viewport(); break; case ASPECT_RATIO_CONFIG: gfx_set_config_viewport(); break; default: break; } g_extern.system.aspect_ratio = aspectratio_lut[aspect_ratio_idx].value; d3d->video_info.force_aspect = true; d3d->should_resize = true; return; } static void d3d_apply_state_changes(void *data) { d3d_video_t *d3d = (d3d_video_t*)data; d3d->should_resize = true; } static void d3d_set_osd_msg(void *data, const char *msg, void *userdata) { font_params_t *params = (font_params_t*)userdata; d3d_video_t *d3d = (d3d_video_t*)data; if (params) d3d_set_font_rect(d3d, params); if (d3d->font_ctx && d3d->font_ctx->render_msg) d3d->font_ctx->render_msg(d3d, msg, params); } static void d3d_show_mouse(void *data, bool state) { d3d_video_t *d3d = (d3d_video_t*)data; if (d3d && d3d->ctx_driver && d3d->ctx_driver->show_mouse) d3d->ctx_driver->show_mouse(state); } #ifdef HAVE_MENU static void d3d_set_rgui_texture_frame(void *data, const void *frame, bool rgb32, unsigned width, unsigned height, float alpha) { d3d_video_t *d3d = (d3d_video_t*)data; if (!d3d->rgui->tex || d3d->rgui->tex_w != width || d3d->rgui->tex_h != height) { if (d3d->rgui && d3d->rgui->tex) d3d->rgui->tex->Release(); if (FAILED(d3d->dev->CreateTexture(width, height, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &d3d->rgui->tex, NULL))) { RARCH_ERR("[D3D]: Failed to create rgui texture\n"); return; } d3d->rgui->tex_w = width; d3d->rgui->tex_h = height; } d3d->rgui->alpha_mod = alpha; D3DLOCKED_RECT d3dlr; if (SUCCEEDED(d3d->rgui->tex->LockRect(0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK))) { if (rgb32) { uint8_t *dst = (uint8_t*)d3dlr.pBits; const uint32_t *src = (const uint32_t*)frame; for (unsigned h = 0; h < height; h++, dst += d3dlr.Pitch, src += width) { memcpy(dst, src, width * sizeof(uint32_t)); memset(dst + width * sizeof(uint32_t), 0, d3dlr.Pitch - width * sizeof(uint32_t)); } } else { uint32_t *dst = (uint32_t*)d3dlr.pBits; const uint16_t *src = (const uint16_t*)frame; for (unsigned h = 0; h < height; h++, dst += d3dlr.Pitch >> 2, src += width) { for (unsigned w = 0; w < width; w++) { uint16_t c = src[w]; uint32_t r = (c >> 12) & 0xf; uint32_t g = (c >> 8) & 0xf; uint32_t b = (c >> 4) & 0xf; uint32_t a = (c >> 0) & 0xf; r = ((r << 4) | r) << 16; g = ((g << 4) | g) << 8; b = ((b << 4) | b) << 0; a = ((a << 4) | a) << 24; dst[w] = r | g | b | a; } } } if (d3d->rgui) d3d->rgui->tex->UnlockRect(0); } } static void d3d_set_rgui_texture_enable(void *data, bool state, bool full_screen) { d3d_video_t *d3d = (d3d_video_t*)data; if (!d3d || !d3d->rgui) return; d3d->rgui->enabled = state; d3d->rgui->fullscreen = full_screen; } #endif static const video_poke_interface_t d3d_poke_interface = { NULL, #ifdef HAVE_FBO NULL, NULL, #endif d3d_set_aspect_ratio, d3d_apply_state_changes, #ifdef HAVE_MENU d3d_set_rgui_texture_frame, d3d_set_rgui_texture_enable, #endif d3d_set_osd_msg, d3d_show_mouse, }; static void d3d_get_poke_interface(void *data, const video_poke_interface_t **iface) { (void)data; *iface = &d3d_poke_interface; } // Delay constructor due to lack of exceptions. static bool d3d_construct(void *data, const video_info_t *info, const input_driver_t **input, void **input_data) { d3d_video_t *d3d = (d3d_video_t*)data; d3d->should_resize = false; #ifndef _XBOX gfx_set_dwm(); #endif #ifdef HAVE_MENU if (d3d->rgui) free(d3d->rgui); d3d->rgui = (overlay_t*)calloc(1, sizeof(overlay_t)); d3d->rgui->tex_coords.x = 0; d3d->rgui->tex_coords.y = 0; d3d->rgui->tex_coords.w = 1; d3d->rgui->tex_coords.h = 1; d3d->rgui->vert_coords.x = 0; d3d->rgui->vert_coords.y = 1; d3d->rgui->vert_coords.w = 1; d3d->rgui->vert_coords.h = -1; #endif #ifdef HAVE_WINDOW memset(&d3d->windowClass, 0, sizeof(d3d->windowClass)); d3d->windowClass.cbSize = sizeof(d3d->windowClass); d3d->windowClass.style = CS_HREDRAW | CS_VREDRAW; d3d->windowClass.lpfnWndProc = WindowProc; d3d->windowClass.hInstance = NULL; d3d->windowClass.hCursor = LoadCursor(NULL, IDC_ARROW); d3d->windowClass.lpszClassName = "RetroArch"; d3d->windowClass.hIcon = LoadIcon(GetModuleHandle(NULL), MAKEINTRESOURCE(IDI_ICON)); d3d->windowClass.hIconSm = (HICON)LoadImage(GetModuleHandle(NULL), MAKEINTRESOURCE(IDI_ICON), IMAGE_ICON, 16, 16, 0); if (!info->fullscreen) d3d->windowClass.hbrBackground = (HBRUSH)COLOR_WINDOW; RegisterClassEx(&d3d->windowClass); #endif #ifdef HAVE_MONITOR RECT mon_rect = d3d_monitor_rect(d3d); bool windowed_full = g_settings.video.windowed_fullscreen; unsigned full_x = (windowed_full || info->width == 0) ? (mon_rect.right - mon_rect.left) : info->width; unsigned full_y = (windowed_full || info->height == 0) ? (mon_rect.bottom - mon_rect.top) : info->height; RARCH_LOG("[D3D]: Monitor size: %dx%d.\n", (int)(mon_rect.right - mon_rect.left), (int)(mon_rect.bottom - mon_rect.top)); d3d->screen_width = info->fullscreen ? full_x : info->width; d3d->screen_height = info->fullscreen ? full_y : info->height; #else unsigned full_x, full_y; if (d3d->ctx_driver && d3d->ctx_driver->get_video_size) d3d->ctx_driver->get_video_size(&full_x, &full_y); d3d->screen_width = info->fullscreen ? full_x : info->width; d3d->screen_height = info->fullscreen ? full_y : info->height; #endif unsigned win_width = d3d->screen_width; unsigned win_height = d3d->screen_height; #ifdef HAVE_WINDOW if (!info->fullscreen) { RECT rect = {0}; rect.right = d3d->screen_width; rect.bottom = d3d->screen_height; AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE); win_width = rect.right - rect.left; win_height = rect.bottom - rect.top; } char buffer[128]; gfx_get_fps(buffer, sizeof(buffer), NULL, 0); std::string title = buffer; title += " || Direct3D"; d3d->hWnd = CreateWindowEx(0, "RetroArch", title.c_str(), info->fullscreen ? (WS_EX_TOPMOST | WS_POPUP) : WS_OVERLAPPEDWINDOW, info->fullscreen ? mon_rect.left : CW_USEDEFAULT, info->fullscreen ? mon_rect.top : CW_USEDEFAULT, win_width, win_height, NULL, NULL, NULL, d3d); #endif driver.display_type = RARCH_DISPLAY_WIN32; driver.video_display = 0; driver.video_window = (uintptr_t)d3d->hWnd; if (d3d && d3d->ctx_driver && d3d->ctx_driver->show_mouse) d3d->ctx_driver->show_mouse(!info->fullscreen #ifdef HAVE_OVERLAY || d3d->overlays_enabled #endif ); #ifdef HAVE_WINDOW ShowWindow(d3d->hWnd, SW_RESTORE); UpdateWindow(d3d->hWnd); SetForegroundWindow(d3d->hWnd); SetFocus(d3d->hWnd); #endif // This should only be done once here // to avoid set_shader() to be overridden // later. #ifdef HAVE_CG enum rarch_shader_type type = gfx_shader_parse_type(g_settings.video.shader_path, RARCH_SHADER_NONE); if (g_settings.video.shader_enable && type == RARCH_SHADER_CG) d3d->cg_shader = g_settings.video.shader_path; if (!d3d_process_shader(d3d)) return false; #endif d3d->video_info = *info; if (!d3d_initialize(d3d, &d3d->video_info)) return false; if (input && input_data && d3d->ctx_driver && d3d->ctx_driver->input_driver) d3d->ctx_driver->input_driver(input, input_data); RARCH_LOG("[D3D]: Init complete.\n"); return true; } static const gfx_ctx_driver_t *d3d_get_context(void) { // TODO: GL core contexts through ANGLE? enum gfx_ctx_api api; unsigned major, minor; #if defined(_XBOX1) api = GFX_CTX_DIRECT3D8_API; major = 8; #else api = GFX_CTX_DIRECT3D9_API; major = 9; #endif minor = 0; return gfx_ctx_init_first(api, major, minor); } static void *d3d_init(const video_info_t *info, const input_driver_t **input, void **input_data) { d3d_video_t *vid = (d3d_video_t*)calloc(1, sizeof(d3d_video_t)); if (!vid) return NULL; vid->ctx_driver = d3d_get_context(); if (!vid->ctx_driver) { free(vid); return NULL; } //default values vid->g_pD3D = NULL; vid->dev = NULL; vid->font = NULL; vid->dev_rotation = 0; vid->needs_restore = false; #ifdef HAVE_CG vid->cgCtx = NULL; #endif #ifdef HAVE_OVERLAY vid->overlays_enabled = false; #endif vid->chain = NULL; if (!d3d_construct(vid, info, input, input_data)) { RARCH_ERR("[D3D]: Failed to init D3D.\n"); free(vid); return NULL; } return vid; } const video_driver_t video_d3d = { d3d_init, d3d_frame, d3d_set_nonblock_state, d3d_alive, d3d_focus, d3d_set_shader, d3d_free, "d3d", #ifdef HAVE_MENU NULL, #endif d3d_set_rotation, d3d_viewport_info, d3d_read_viewport, #ifdef HAVE_OVERLAY d3d_get_overlay_interface, #endif d3d_get_poke_interface };